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Author Topic: [ISG] Solis  (Read 10814 times)

highmax28

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Re: [ISG] Solis
« Reply #135 on: November 04, 2015, 08:31:48 am »

I don't want to lose ships, which is what torir is suggesting we do.

I will move the far right one back and left if it makes you feel safer
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

KillerHP

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Re: [ISG] Solis
« Reply #136 on: November 04, 2015, 10:29:36 am »

At all , they are defenders.They are kinda "baits".
We dont even know if they are manned at all.
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highmax28

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Re: [ISG] Solis
« Reply #137 on: November 04, 2015, 12:29:05 pm »

At all , they are defenders.They are kinda "baits".
We dont even know if they are manned at all.
I would rather not waste resources even if they are unmanned.

Also, I have a slight idea... What would happen if we killed the carriers of the swarmlings? If the smaller ships are unmanned, they may require the large ships to send signals for them to do anything. If we take out the large ones, we might not only halt the swarmlings, we may even be able to salvage the entire thing and study it.

I won't agree to sacrificing a fleet, manned or unmanned. We didn't make the fleet to sacrifice them
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

escaped lurker

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Re: [ISG] Solis
« Reply #138 on: November 04, 2015, 03:24:29 pm »


Now, with 3800% more numbers.
(Yeah, I really should have done that one from the start. I guess.)



At all , they are defenders.They are kinda "baits".
We dont even know if they are manned at all.

Brass and populace, are sure to like this sentence...  :P
Well, you are about to know; As in, they are. Very manned, actually.
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Weirdsound

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Re: [ISG] Solis
« Reply #139 on: November 04, 2015, 03:29:15 pm »

Also, can our ships enter the atmosphere? Because the Swarmlings might not be shielded to do that if they are just a gun strapped to an engine.
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Nirur Torir

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Re: [ISG] Solis
« Reply #140 on: November 04, 2015, 03:40:54 pm »

My plan is: I-11 to J-12, H-12 to I-11, H-14 to I-13 H-16 to I-15, and I-17 to J-16. Same as before.

I don't want to lose ships, which is what torir is suggesting we do.

I will move the far right one back and left if it makes you feel safer
Near as I can tell, our plans are just flipped from each other. Yours is more immediately risky, since it involves fighting a ravager with a defender when we don't need to, which have about a 50% chance of being killed at-or-before 4 defender shots.

Also, can our ships enter the atmosphere? Because the Swarmlings might not be shielded to do that if they are just a gun strapped to an engine.
That would mean abandoning our orbital factory. I assume this attack was triggered by us building it.
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Dragor23

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Re: [ISG] Solis
« Reply #141 on: November 04, 2015, 03:45:02 pm »

+ to Nirur Torir.
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escaped lurker

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Re: [ISG] Solis
« Reply #142 on: November 04, 2015, 04:02:42 pm »

Also, can our ships enter the atmosphere? Because the Swarmlings might not be shielded to do that if they are just a gun strapped to an engine.

Quote from: Myself
Weaponized Shuttle - "Defender"
Based on the design of our long discarded space missions, armed with reverse-engineered or jury-rigged xeno tech.
12 Hull, 1 Plating, 4 Damage

Yes, the Defenders can enter all of the atmosphere. Most "space"ships, that the xeno's employ, can't do that, with the defilers having a special mention due to their previous bombing runs. As such, it would be somewhat, if not very surprising, if the swarmlings were also capable of that feat.

So, as a retreat-route, it works. Getting back up there after landing, would easily take multiple turns, as overcoming the planetary gravity, needs some refueling antics. Fleet-wide refueling antics, being key part of this delay.
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highmax28

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Re: [ISG] Solis
« Reply #143 on: November 04, 2015, 10:33:09 pm »

If I had my laptop, I would explain it by actually SHOWING you what I want.

Since it's broken, I can't. If being adjacent is the problem, no matter where you move, you're losing someone. The way how I put it, even moving the far right one back, will keep us out of range.

I'm not sure why you think I would contradict myself. I'm not as stupid as you think I am

+ to Nirur Torir.
Pretty sure you already said that. And again I don't want to lose fleets. I'm -1 for Torir. There has to be a better way and I'm not letting us sacrifice a fleet.

The way how I put it, we don't lose anyone and they're in range of our PDS AND our ships. Whatever the PDS systems don't get, the fleets can clean up
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Nirur Torir

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Re: [ISG] Solis
« Reply #144 on: November 04, 2015, 10:57:16 pm »

...?

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highmax28

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Re: [ISG] Solis
« Reply #145 on: November 05, 2015, 12:15:55 am »

I thought the way I described it had the far left one shift to the left and the others head that way? My mistake if I said it otherwise. That's why I said move the farthest right down and left because I didn't want that one to be in range.

And I thought you said leave the center ship there?

Regardless, we're going to be in range of their attacks, no matter who is picked. The way how I wanted it was to lure them into a wall of defenders that would volley at them while our Wardens blast them out of the sky. The way Torir suggested surrounds the planet, but we have no chance of having two of our ships blast one of their ships.

And even if they do happen to be able to kill one ship in that range, we have a second ship to each one that can fire when they come in range. It would cover the most area and force the enemy to either go through or around the defenders, allowing more time for the wardens to fire
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Aseaheru

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Re: [ISG] Solis
« Reply #146 on: November 05, 2015, 12:42:36 am »

Man, why am I always late to these parties?

 Ah, I actually have an issue with both plans: Namely that both plans involve 'curving' our ships, which provides less craft able to fire upon the enemy, and allows more enemy craft to fire upon our craft.

 Instead, I propose that the ships at H-12, -14 and -16 shift to I-13, -15, and -17, with the ship at I-13 moving to I-7. This will hopefully draw them into Warden fire range and give the maximum area of defense of the world itself.
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escaped lurker

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Re: [ISG] Solis
« Reply #147 on: November 05, 2015, 08:41:04 am »



Solis System, Era of Vindication, Year Two, Later Half of Second Quartal

Battle Proceedings
After drawing back our Defender Fleets towards Naariv, the enemy quickly advanced towards them.
The Wardens fired upon the enemy "Swarmlings", but were only able to thin their numbers.
Their retaliatory strike, has costed us two of our valorous Defender Fleets.




Current Situation


New Information
"Swarmlings" (Tentative)
After the first round of combat, it seems their small size, and numbers are, troublesome indeed, as is their firepower.
The brass advises the council to consider a temporary retreat.
4x4 Hull, Numerous x4, 4x3 Damage

Defenses
3 "Defender" Fleets - [12 Hull, 1 Plating, 4 Damage] - Combat Positions
6 "Warden" PDS - [60 Hull, 5 Plating, 12 Damage] - Alert Standby

Enemies

2 "Ravager" Fleets - [8 Hull, 50% Evasion, 6 Damage]
3 "Defiler-Carriers" Fleets - [~20? Hull, ~3? Plating, Carries 2 "Swarmling"-Fleets each? Damage?, Bombs?]
6 "Swarmling" Fleets - [4? Hull, ??, ~10? Damage]



Tactical Guidelines
Our ships can move 1 Tile each Turn, the enemy ships can move 2 Tiles each Turn due to technological advantages.
Conventional ships, can only open fire on adjacent ships.
Retreating from and adjacent enemy ship, incurs an attack of opportunity.

The teal-coloured area, is the reach of our Warden PDS.
Should enemy bombers reach the green-coloured area, they will be able to launch attacks on Naariv, and subsequently the Wardens.




The Ukron race has given the Council full authority. May your efforts protect them.
« Last Edit: November 05, 2015, 11:28:43 am by escaped lurker »
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10ebbor10

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Re: [ISG] Solis
« Reply #148 on: November 05, 2015, 09:21:19 am »

So, problem.

I suppose there's no choice but to retreat our forces planetside (running away doesn't work when your enemy is faster) and hope the enemy bombers can't carry both bombs and swarmlings.

Our ground based systems should be able to get 2 shots of at the enemies before they are in range.
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KillerHP

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Re: [ISG] Solis
« Reply #149 on: November 05, 2015, 09:43:03 am »

So, problem.

I suppose there's no choice but to retreat our forces planetside (running away doesn't work when your enemy is faster) and hope the enemy bombers can't carry both bombs and swarmlings.

Our ground based systems should be able to get 2 shots of at the enemies before they are in range.
+1
wardens gonna rekt everything
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